Don't update/send to inavlidated clients
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parent
5742f45392
commit
1c71d7ef80
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@ -97,7 +97,7 @@ using namespace DanBias;
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{
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(this->gClients[i] )
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if(this->gClients[i] && !this->gClients[i]->IsInvalid())
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{
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this->gClients[i]->UpdateClient();
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}
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@ -108,7 +108,7 @@ using namespace DanBias;
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bool returnValue = false;
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(this->gClients[i])
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if(this->gClients[i] && !this->gClients[i]->IsInvalid())
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{
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this->gClients[i]->GetClient()->Send(message);
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returnValue = true;
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@ -122,7 +122,7 @@ using namespace DanBias;
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{
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID)
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if(this->gClients[i] && !this->gClients[i]->IsInvalid() && this->gClients[i]->GetClient()->GetID() == ID)
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{
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this->gClients[i]->GetClient()->Send(protocol);
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return true;
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@ -36,8 +36,8 @@ GameSession::GameSession()
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this->isCreated = false;
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this->isRunning = false;
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this->gameSession = this;
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this->logicFrameTime = DELTA_TIME_20;
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this->networkFrameTime = DELTA_TIME_20;
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this->logicFrameTime = DELTA_TIME_60;
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this->networkFrameTime = DELTA_TIME_60;
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this->networkTimer.reset();
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this->logicTimer.reset();
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